iTextSharp image keep pixel dimensions? - image-manipulation

Lets say I have an image that has a DPI of 72 and a width/height of 100px/100px.
However when I add the image and render the PDF, the image that is displayed is bigger than 100px/100px. How can I ensure that the when adding the image to the PDF using iTextSharp that I keep the same pixel dimensions as the original image, in this case 100px/100px?

It sounds like you'll want to check out the ScaleAbsolute method of the iTextSharp.text.Image, which will explicitly set the height/width of an image. There are a couple of related methods you'll want to read up to: ScalePercent and ScaleToFit.
These methods are described in the SourceForge iTextSharp tutorial which includes samples. See tge "Scaling and Rotating the Image" section.

Related

How to avoid image rendering over original image size in "click-enlarge mode" (css-styled-content)

If I set some value for styles.content.imgtext.linkWrap.width or styles.content.imgtext.linkWrap.height small images will be rendered to this value instead in its original size.
How can I achieve, that great images will be decreased to my value but small images won't be enlarged to this value?
You can find the following setting in the TYPO3 Install Tool:
[GFX][processor_allowUpscaling]
Uncheck this checkbox to prevent upscaling of smaller images.

Image getting stretched when creating MBTiles using TileMills to use as an Image on Whirly Globe Framework

I am struck with issue .
I want to use My personal Image as an image on whirly globe.I used a Jpeg file and changed into .tiff file and added to Tile Mills as a Layer (Following the rules specified in the crash course of tile mills).Now i am facing an issue while exporting the image as MbTiles .
I looked into this Link for taking reference on what should be 'Dimensions' of the image to be used on whirly globe.
Right now i have an image whose dimensions are 10184X7638. But this image is not able to wrap the complete Whirly Globe.
Please guide me on
what the dimensions should be there of the image to be used for whirly globe.
can i use this values while creating a frame for the image as the image gets strected when is added to the globe .Image1
.
This is the Image i am talking about it has a dimensions of 10184 X 7638 pixels and when i select these bounds as specified Image1 (-180,-85.11,180,85).then i get this Image2
. Here you can see the image is not able to cover the complete bounds and hence the globe also is not fully wrapped with this image.
Thanks!!
The image is less about dimensions and more about mapping it to geographic coordinates so that it can completely cover the globe. You need to make sure the image takes up your whole TileMill map if you want it to completely cover the globe in WhirlyGlobe.

What is the Fb.ui feed picture size limits?

I'm using the Fb.ui feed and I'm trying to find the picture size limits/requirements. Not all of my images appear using the feed, and I'd like to know exactly what the image requirements are. This is not well documented.
I'm pretty sure the open graph image rules apply:
An image URL which should represent your object within the graph. The
image must be at least 50px by 50px and have a maximum aspect ratio of
3:1. We support PNG, JPEG and GIF formats. You may include multiple
og:image tags to associate multiple images with your page.
What is the size of the image you are unable to post?
From my testing, the max size is 320x320. It'll keep your aspect ratio within those bounds.

converting the thumbnile image into original size

i am converting the image into thumbnail format and sending it to server and i want to convert it back to original size while receiving can any one please tell me how to resize the image to original without loosing quality.....
i tried directly to displaying the image in image view but the quality of the image is missing ...
can any one please help me how to maintain the quality of the image .......
Downscaling is irreversible, some information lost forever.
What you're asking isn't possible. You can't enlarge an image while maintaining the same quality. If you think about an image as a mapped array of pixels (literally, a "bit-map"), this makes sense. The image is saved with a fixed amount of data, and that's all you have to work with when you resize it. Any examples to the contrary (like TV shows) are purely fictional.
Investigate using vector graphics instead, which can be resized at will without a loss of quality.
you simply can not convert an image from thumbnail to original size and retain the quality it had in its original size.
if you want to display the image full-size, you have to send the full-size image.
You could think about using a Vector image? They do not lose quality when resized. But I have no clue whether you can use them for thumbnails in iOS.
See this wiki page for more info about Vector graphics.

custom button with multiple images

i have 3 images that i would like to use them to generate my custom button. my images are left.png 5x20, right.png 5x20 and mid.png 1x20. my mid.png must be repeated as long as my text lenght. how can i generate it in iphone application on the fly?
thanks.
Look at the leftCapWidth property on UIImage. You need to combine the images into a single PNG file, and then tell it the pixel width of the left part using that property. Then when that UIImage is drawn, it'll resize correctly.